From: thrasher@dds.nl Subject: Axis and Allies: new variant rules Extended Axis and Allies This is a set of rules that 'extends' the game of Axis and Allies. They are based for a great deal on rules I found on the Net. I also added some things myself. If you have any questions or suggestions please e-mail me! My e-mail address is: thrasher@dds.nl The most important addition is the introduction of nation-specific 'advantages' which supplies all five nations with some benifits, ranging from better weapons (super subs) to a neutral country joining a major power. This is described in section IV. Other new elements are the introduction of a new naval unit (escorts), a new rule for Battleships and the introduction of paratroopers. I Escorts II New Rule for Battleships III Paratroopers IV Nation-specific Advantages V Neutral Countries VI About... I Escorts Escorts are new naval units. They have the following stats: Attack: 2 Defend: 3 Movement: 2 Cost: 12 IPC Escorts do NOT perform background fire. Initial Setup: USSR: one escort in Sovjet Far East seazone Germany: one escort in the German seazone and the Southern Europe seazone United Kingdom: one escort in the United Kingdom seazone and the India seazone Japan: one escort in the Japanese seazone, the Phillipines seazone and the Caroline Islands seazone II New Rule for Battleships A battleship can absorb one hit without damage. When a battleship is hit indicate this by flipping it on its side. When a battleship is hit again it is sunk. When hit once (and thus laying on its side) the battleship attacks or defends normally. When the battle is over and the flipped battleship has survived the ship is simply put in normal position. No reparations are made and no IPCs are paid. The battleship really ABSORBS hits and can do this every battle again (unless ofcourse if hit twice as the ship is sunk then) The battleship may absorb the 'first' hit the enemy scores against you. I.e. you do not have to destroy your other units before you may use the battleship to absorb a hit. Example: Two Japanse fighers attack a British battleship and transport. The Japanese player scores one hit. The British player scores one hit. The British player flips the battleship while the Japanse player removes one fighter. In the second combat round the Japanse player scores another hit while the British player also scores one hit (the battleship - though hit once - defends normally at a four). The British player now removes the transport. The Japanese player removes the second fighter and has lost the battle. As the battle is over now the British battleship is flipped back in normal position. III Paratroopers A bomber may carry one infantry unit to an enemy area and drop it there if the bomber and the infantry unit start in the same area. The infantry attacks as a paratrooper and attacks at at 2 for the entire combat. However, the paratrooper cannot be retreated. If the paratrooper is accompanied by ground units and the ground units choose to retreat the paratrooper unit is destroyed. If the area that is attacked contains a Anti Aircraft Artillery unit, this units fires first. If the bomber carrying the paratrooper is hit, the paratrooper unit is destroyed. Heavy bombers may carry two paratroopers. These units must be delivered at the same area. IV Nation-specific Advantages: At the beginning of the game each power receives some advantages as listed below. If a country gets additional untis these units are placed on the map before the actual game starts (before the USSR gets its first turn). USSR 1 Additional Infantry The USSR receives 5 additional infantry units at the start of the game. They may be placed on an area which contains an industrial complex. However, not all infantry units may be placed on the same area. 2 Additional Armor The USSR receives 3 addtional armor units. They may be placed on an area which contains an industrial complex. Hower, not all infantry units may be placed on the same area. 3 New units in the East! The USSR starts the game with one additional infantry on Kazakh, Novosibirsk, Evenki Nat'l Okrug and Yakut. Germany 1 Super Subs Germany starts the game with the Super Sub weapon technology: German subs attack at 3. Also, Germany may purchase one submarine before the game starts. This unit may be placed in every unit that allready contains a German naval unit. 2 Kriegsmarine Germany gains one battleship which must be placed in Germany or Southern Europe. 3 Mechanized Infantry Every German infantry attack at 2 in the first round of combat if accompanied with an armor unit (German infantry has still a movement rate of 1). Example: Germany attacks an area with 4 infantry units and 3 armor. Three of the 4 German infantry now attack at 2 in the first round of combat. The other infantry (not 'accompanied' by an armor unit) still attacks at 1. In the next rounds of combat the German infantry units attack at the usual 1. 4 Super Armor The German armor units attack at 4 in the first round of combat. In the next combat rounds the attack at the usual 3. 5 Jet Power Technology Germany starts the game with Jet Power technology: the German fighters defend at 5. 6 An Ally for Germany At the beginning of the game Germany gets one alley. Germany takes immediate control of this area and all of its units. For the entire game this area and its units are treated like a normal 'original' German territory. Germany may choose one out of the following 5 countries: Argentinia, Switzerland, Sweden, Spain and Turkey. United Kingdom 1 Production The United Kingdom starts the game with one industrial comlex in any original UK territory. The UK may choose where to place the industrial complex. Although the factory is placed before the game starts it is treated like a new factory and thus has limited production. The maximum production is equal to the IPC value of the area where the factory is placed. 2 Jet Power Technology The United Kingdom starts the game with Jet Power technology: British fighters defend at 5. 3 Naval Units All naval units purchased by the United Kingdom cost 20% less. This is the case in the entire game. Fractions are rounded up: an carrier costs the UK 0.80 * 18 = 14.40 = 15 IPC. Also, the UK may purchase one naval unit at the beginning of the game. This unit (which may be any naval unit) may be placed in an area which already contains a British naval unit. 4 Air Units All air units purchased by the United KIngdom cost 20% less. This is the case in the entire game. Fractions are rounded up: a figher costs the UK 0.80 * 12 = 9.60 = 10 IPC. Also, the UK may purchase one air unit at the beginning of the game. This unit (fighter or bomber) must be placed in the United Kingdom. 5 Help from Dominions The United Kingdom starts with two additional infantry and one additional submarine, which must be placed in one of the Dominion territories (Canadan, Australia, South Africa) or Egypt or India. (All units must be placed in the same territory) Japan 1 Production Japan starts the game with one industrial comlex in any original Japanese territory on mainland Asia. Japan may choose where to place the industrial complex. Although the factory is placed before the game starts it is treated like a new factory and thus has limited production. The maximum production is equal to the IPC value of the area where the factory is placed. 2 Infantry Japan starts the game with two additional infantry units on each Japanese territory on mainland Asia. 3 Long Range Aircraft Japan starts the game with the Long Range Aircraft technology: Japanese fightes may move 6 spaces, Japanese bombers may move 8 spaces. 4 Super Subs Japan starts the game with the Super Sub weapon technology: Japanese subs attack at 3. 5 Naval Units All naval units purchased by Japan cost 20% less. This is the case in the entire game. Fractions are rounded up: an carrier costs Japan 0.80 * 18 = 14.40 = 15 IPC. Also, the Japan may purchase one naval unit at the beginning of the game. This unit (which may be any naval unit) may be placed in an area which already contains a Japanese naval unit. United States of America 1 Industrial Technology The United States start the game with the Industrial Technology development. This means that every unit the USA purchase costs one less. However, the price of an infantry unit is 2.5 IPC. Fractions are rounded up: when the USA purchase 3 infantry units the have to pay 3 * 2.5 = 7.5 = 8 IPC. 2 Additional Bomber The United States start the game with an American bomber stationed in the United Kingdom. 3 Hawaiian Fighter The United States start the game with a second fighter on the carrier stationed at Hawaii. 4 First Strike for the US The United States may go first, prior to the USSR for a cost of 30 IPC. When they do the USA play its turn first, then the first turn continues with the USSR. Offcourse the United States turn is 'skipped' when the first game-turn proceeds: when Japan ends its first turn the USA does NOT play again. The first game-turn is over and the USSR starts the second game-turn. 5 Marines During an amphibious attack American infantry attack at 2 for the duration of the attack. When an attacking force consists of units attacking from land or air and from sea (the amphibious landing) only the ones that take part in the actual amphibious landing do attack at 2. 6 China getting stronger The United States receive one additiona infantry unit in China and Sianking. The United States may also move one existing American fighter to China or Sianking prior to the beginning of the game. V NEUTRAL TERRITORIES The neutral countries now have an IPC value and an indigenous force. They may be attacked by any player at any time in which case the indigenous force defends against the attack. If the attack succeeds, the territory falls under the control of the attacker. If the attack fails the country joins the opposing side with the surviving forces. The attack succeeds if all ground units of the Neutral Country are destroyed. Example: Germany attacks Sweden. The United Kingdom is the nearest opposing power. Sweden joins the Allies and Swedish forces are represented by British units. Germany destroyes all units in Sweden and takes control of the area. Germany, however did not manage to destroy the Swedish transport (or even did not attack this unit at all). Although not all Swedish pieces are eliminated Germany offcourse takes control of Sweden and receives the IPC of Sweden. The transport now is a British one for all purposes. Indigeous forces and IPC-levels of Neutral Countries Country IPC Value Indigenous Force --------------------------------------------------- Afghanistan 1 1 Inf Argentina/Chile 3 2 Infantry, 1 Transport Eire 1 1 Infantry Mongolia 1 1 Infantry Peru 2 2 Infantry Saudi Arabia 1 1 Infantry Spain/Port. 4 3 Infantry, 1 Tank Angola 1 1 Infantry Mozambique 1 1 Infantry Rio de Oro 1 1 Infantry Sweden 3 2 Infantry, 1 Transport Switzerland 3 2 Infantry, 1 Fighter Venezuela/Col. 3 2 Infantry, 1 Tank Turkey 3 2 Infantry, 1 Tank Transports: Transports should be placed in sea-zones not containing enemy ships if possible. If this is not possible the transports are placed anyway (they were there all along but were neutral and so not important). Thus any amphibious assault on a neutral must eliminate the transport first. If a transport must be placed in a sea zone with an enemy ship it must stay and fight or withdraw only 1 space during combat movement. If this withdraw causes it to enter another enemy sea zone it must fight there. Colonies Spain/Portugal is the only neutral country with colonies. When one of the Spanish areas (Spain, Angola, Mozambique or Rio de Oro) all join the opposing side. Spain and her colonies will be controlled by the opposing power nearest to the Spain itself. Example: The United Stated attack Spain and Rio de Oro. The manage to destroy all Spanish units Spain, which now is US controlled. However, the American attack at Rio de Oro, fails and Rio de Oro becomes controlled by the nearest Axis power. This is also true for Mozambique and Angola, although these areas were not attacked it-self. VI About... This set of rules has been created by thrasher. It is based for a great deal on rules I found on the Net. The rules for Neutral Countries are taken from http://www.grognard.com/aavar1.txt . I skipped the concept of Economical Conquest. The nation-specific advantages are also taken from http://www.grognard.com/aavar1.txt . In these original rules each country only got one advantage randomly (the neutral country that joins Germany was also taken randomly). I also skipped some advantages. The placement of escorts is taken from Craig's Advanced Axis and Allies rules. The new battleship rule is made by myself and a friend. The rule for paratroopers is made by myself, though I know that a lot of rules for paratrooopers can be found on the Net! If you want to discuss some of these rules with me or if you have strategical suggestions for this version of Axis and Allies please e-mail me (thrasher@dds.nl)!!! -----== Posted via Deja News, The Leader in Internet Discussion ==----- http://www.dejanews.com/ Now offering spam-free web-based newsreading